Quote Originally Posted by Iyrnthota View Post
If you could cleanse Vuln stacks, people would just start eating mechanics deliberately to keep uptime
The sad thing is that would actually add agency and options to healers... if that GCD of DPS downtime mitigated (in going from a ranged instant filler to continuing average ppgcd) were actually worth the cost to healer damage. But because it's disproportionately your lower performing DPS who are also taking flame baths... that's just not quite the case.

It's the reason Savage does Damage Down, not Vuln stacks, because otherwise people do exactly that. Just ignore mechanics for uptime.
This on the other hand seems a non-issue to anything but the enjoyability of DPS gameplay.

DPSing is more fun when you actually have to do what you can to mitigate the net costs of mechanics, including to your own damage, and having the best answer always be to not dodge would make DPS gameplay less interesting. On the other hand, having dodging always be the best answer actually makes party play the less interesting.

A better balancing point than Damage Down, honestly, would just be to reduce healers' free (oGCD) healing and increase their damage per GCD. Then, if the difference between moving and full damage were actually enough to make up for that Glare lost, the healer gets more to cast.

It's honestly the lower end content that needs to assume the utmost tunnel-vision from its players, not the higher end. And the more we assume that tunnel vision from the whole party, increasingly therefore barring any exchange of resource/outputs between roles (a tank able to further a turtle a hit for a situational net rDPS increase through its healer, a DPS having good reason to greed, etc.) the more tunnel-visioned each role's kits become, until we have three flavors of DPS but with additional, differently-colored buttons to be used upon mechanical cues.